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74 lines
2.5 KiB
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74 lines
2.5 KiB
ReStructuredText
Light Partition
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===============
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.. seo::
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:description: Instructions for setting up light partitions.
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:image: color_lens.png
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The ``partition`` light platform allows you to combine multiple addressable light segments
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(like :doc:`fastled` or :doc:`neopixelbus`) into a single addressable light.
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This platform also allows splitting up an addressable lights into multiple segments, so that
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segments can be individually controlled.
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Similarly, a single light strip can be partitioned into multiple partitions with this integration.
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If you want to do this, you may run into strange behavior like that the original light entity (e.g., ``fastled_clockless``)
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may be conflicting with the partition. For better control over which segments of the strip will overlap each other,
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mark the original ``light`` as ``internal: true``.
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.. code-block:: yaml
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# Example configuration entry
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light:
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- platform: partition
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name: "Partition Light"
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segments:
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# Use first LED from the light with ID light1
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- id: light1
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from: 0
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to: 0
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# Use 10 leds from light with ID light2 starting 2nd LED
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- id: light2
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from: 1
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to: 10
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# Example for light segment source
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- platform: fastled_clockless
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id: light2
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# You may want (but don't need) this
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internal: true
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# Other settings
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Configuration variables:
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------------------------
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- **name** (**Required**, string): The name of the light.
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- **segments** (**Required**, list): The segments this light partition controls
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- **id** (**Required**, :ref:`config-id`): The ID of the light this segment belongs to.
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- **from** (**Required**, int): The first LED to address in the segment. Counting starts with 0,
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so first LED is 0.
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- **to** (**Required**, int): The index of the last LED to address in this segment.
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- **id** (*Optional*, :ref:`config-id`): Manually specify the ID used for code generation.
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- **effects** (*Optional*, list): A list of :ref:`light effects <light-effects>` to use for this light.
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- All other options from :ref:`Light <config-light>`.
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.. note::
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Do *not* use this platform to control each LED on your addressable light - the light
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objects have a moderate overhead and if you try to create many lights you will run out
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of memory quickly.
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See :ref:`light-addressable_set_action` for that.
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See Also
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--------
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- :doc:`/components/light/index`
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- :doc:`/components/light/fastled`
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- :doc:`/components/light/neopixelbus`
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- :apiref:`partition/light_partition.h`
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- :ghedit:`Edit`
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